Expansion of the Video Game Market Driven by Stay-at-Home Demand
First written in FY2021-Q1. 3 of 17 entries say "Advanced", first in FY2021-Q2. Latest entry: FY2026.
0 other companies' latest entry also says "Other".
- FY2026Recovery in game demand driven by new hardware and hit productsAnnual report
「In addition to strong sales of Nintendo's Nintendo Switch 2 game hardware and related accessories, sales of related software, including Mario Kart World, Pokémon LEGENDS Z-A and Poko a Pokémon, also increased.」
Game demand, which had weakened in the previous year, recovered for the full fiscal year due to increased sales of the new hardware and related software. - FY2026-H1Recovery in game demand driven by new hardware and hit productsAnnual report
「In addition to strong sales of Nintendo’s Nintendo Switch 2 game hardware and related accessories, launched in June, sales of related software such as Mario Kart World and Donkey Kong Bananza also increased, driving sales and profit both substantially above the same period of the previous year.」
Game demand, which had weakened after stay-at-home demand, recovered during the interim period due to increased sales of Nintendo Switch 2 and related software, and the video game business posted increases in both revenue and earnings. - FY2025Weakening game demand after stay-at-home demandAnnual report
「In the video game business, sales of game hardware remained sluggish, while sales of game software also struggled, resulting in revenue falling below the previous fiscal year's level.」
While the expansion of the user base following stay-at-home demand and growth in the global market were described, hardware and software sales fell below the previous year during the fiscal year. - FY2025-H1Weakening game demandAnnual report
「In the Video Games business, net sales fell below the same period of the previous year because sales of game hardware remained weak and there were no hit software products capable of driving the market.」
Game demand, which had previously expanded on stay-at-home demand and hit products, declined year on year in the interim period due to sluggish hardware sales and a lack of hit products. - FY2024-Q3Steady game demandAnnual report
「In addition to continued strong sales of the Nintendo Switch and PlayStation 5 hardware, hit software products such as Super Mario Bros. Wonder contributed to revenue and profit both exceeding the previous year's levels.」
Despite structural changes in the market after stay-at-home demand, the video game business posted year-on-year increases in both revenue and earnings, supported by strong game hardware sales and hit software products. - FY2023Structural changes in the market after stay-at-home demandAnnual report
「In the video game business, the user base has expanded following the stay-at-home demand during the COVID-19 pandemic and the global game market is growing. However, the packaged market is expected to contract over the medium term as digital sales grow, and the business has remained in an uncertain environment.」
While acknowledging the expansion of the user base driven by stay-at-home demand and growth in the global market, it identifies the shift from packaged products to download sales as a medium-term structural change. - FY2023-Q3Recovery in game hardware supply and contribution from hit productsAnnual report
「In the video game business, sales and profit both exceeded the same period of the previous year because the supply of game hardware affected by the semiconductor shortage and other factors was recovering and there were hit titles such as Pokémon Scarlet and Violet.」
The video game business posted year-on-year increases in both revenue and earnings, driven by the recovery in game hardware supply and contributions from hit products, following a period of supply constraints caused by the backlash from stay-at-home demand and the semiconductor shortage. - FY2023-Q2The continuing semiconductor shortage alongside software hitsAnnual report
「Although game hardware remained weak due to the continuing impact of the semiconductor shortage and other factors, sales and profit exceeded those of the same period of the previous year because Splatoon 3 was a hit and sales of the Company's high-margin exclusive-distribution titles expanded.」
Even after the reversal of stay-at-home demand, game hardware remained weak due to the semiconductor shortage, but hit software and higher sales of exclusive-distribution titles lifted the business as a whole above the same period of the previous year. - FY2023-Q1Demand decline due to the semiconductor shortage and a lack of hit productsAnnual report
「In the video game business, hardware sales remained weak due to the semiconductor shortage and other factors, while software also lacked major hit titles, causing sales and profit both to fall below the same period of the previous year.」
Conditions changed from the contribution of stay-at-home demand and hit products in the same period of the previous year, and the video game business posted lower sales and profit due to weak hardware sales caused by the semiconductor shortage and a lack of hit software. - FY2022Recovery in game demand and contribution from hit productsAnnual report
「In the video game business, Nintendo Switch hardware, including the newly released OLED model, and PlayStation5 hardware continued to perform well, while hit software products such as Pokémon LEGENDS Arceus also contributed」
Following the reversal of stay-at-home demand, high demand for Nintendo Switch and PlayStation5 and hit software resulted in higher sales and profit in the video game business year on year. - FY2022-Q3Recovery in game demand and contribution from hit productsAnnual report
「In the video game business, demand for Nintendo Switch and PlayStation5 hardware remained high, and hit products such as Pokémon Brilliant Diamond and Shining Pearl also contributed, resulting in sales and profit exceeding those of the same period of the previous year.」
Following the reversal of stay-at-home demand that had caused a year-on-year slowdown, high demand for Nintendo Switch and PlayStation5 and hit products resulted in higher sales and profit in the video game business. - FY2022-Q2Reversal of stay-at-home demand compared with the same period of the previous yearAnnual report
「In the video game business, demand for PlayStation5 hardware and other products remained strong. However, compared with the same period of the previous year, when both game hardware and software performed well due to stay-at-home demand, the business lacked hit products capable of driving the overall market, and both sales and profit fell below the previous year's levels.」
Compared with the elevated stay-at-home demand in the same period of the previous year, the strong performance of game hardware and software faded, resulting in lower sales and profit in the video game business year on year. - FY2022-Q1Reversal of stay-at-home demand compared with the same period of the previous yearAnnual report
「In the video game business, both game hardware and software performed weakly compared with the same period of the previous year, when the overall market performed well on the back of stay-at-home demand, and sales fell below the previous year's level.」
Compared with the effect of the elevated stay-at-home demand in the same period of the previous year, game hardware and software performed weakly in the first quarter, indicating that the pace of demand growth had slowed year on year. - FY2021AdvancedAnnual report
「In the video game business, in addition to strong sales of Nintendo Switch-related hardware due to stay-at-home demand, hit products such as Animal Crossing: New Horizons and Ring Fit Adventure, as well as the launch of the new PlayStation5 hardware, resulted in substantial increases in both sales and profit compared with the previous fiscal year.」
The increase in stay-at-home demand continued through the full year, translating into 31.4% growth in video game business net sales and 72.3% growth in segment profit. - FY2021-Q3AdvancedAnnual report
「Meanwhile, stay-at-home demand remained high, and the market for entertainment products that can be enjoyed at home or near home performed well.」
Stay-at-home demand remained high through the cumulative third-quarter period, and strong performance in the market for products that can be enjoyed at home or nearby translated into higher sales and profit in the video game business and other areas. - FY2021-Q2AdvancedAnnual report
「In the video game business, hardware related to Nintendo Switch and software such as Animal Crossing: New Horizons continued to perform strongly on stay-at-home demand, while sales of the company’s original game accessories also increased. As a result, revenue and profit both significantly exceeded the same period of the previous year. Revenue was ¥33.44 billion, up 57.4% year on year, and segment profit was ¥596 million, up 243.2%.」
The increase in stay-at-home demand translated into 57.4% growth in video game business net sales and 243.2% growth in segment profit. - FY2021-Q1First statedAnnual report
「Meanwhile, demand in the video game market has increased as people have stayed at home.」
For the first time, the changing market environment was described in terms of higher demand in the video game market due to people staying at home during the spread of COVID-19.